Yuushiro Posted July 26, 2010 Posted July 26, 2010 will post some tips later.... if you get airthrown, burst right away if you dont wanna get cursed since ara air throw will get you 100% cursed even from zero... 6C, DP A, 2C are your friends for anti airing.... jC is really good, but don't spam them too much, have some sort of plan and dont jump too much too arakune rules in the air...., try mixing the jC with 6C or 2D if you can get in , try to get in faster so they cant build the clouds and the flying bugs to curse you and build their defense
BANGER Posted July 26, 2010 Posted July 26, 2010 Burst before you are cursed, not during Spam that jC. Use well aimed C ice swords. A DP is your friend. Of what little Ara I played, that's what I got.
Roldy Posted July 26, 2010 Posted July 26, 2010 If you are spamming J.C, make sure to not be too close, or else Ara's 5C (the lick) will fatal you. Happens a lot to me. Also, Arakune's backdash is annoying because it screws up your blockstrings/pressure.
smooshman Posted August 2, 2010 Posted August 2, 2010 are any of the bugs overheads? just asking I don't thinks so..... actually, are any bugs low?
Yuushiro Posted August 2, 2010 Author Posted August 2, 2010 I think you can block any bugs either low or high..., I am not 100% sure but that just from my exp... all you need to do is just look out for the arakune itself, whether he gonna throw lo/hi or throw.... also D bugs break guard I think so watch out for that one too
shtkn Posted August 2, 2010 Posted August 2, 2010 you need to air barrier block the D bug as it goes upward, and arakune's 6D is an overhead. Beyond taht, i think all bugs can be blocked in any direction.
Nov Ganon Posted August 2, 2010 Posted August 2, 2010 so if im blocking low basically i just need to watch kune
trini1212 Posted August 4, 2010 Posted August 4, 2010 notice after playing hardbread that if arkune is jump c spamming for pressure on you, you can hit 5b to counter hit him out of it but his to be done before rentry, work alot for a nice combo in all my fights
StarryShade Posted February 12, 2011 Posted February 12, 2011 Why is there not more tips on this matchup? It's fucking bullshit. Jin has no tools for Arakune...it is so god damn annoying T_T
Moy_X7 Posted February 12, 2011 Posted February 12, 2011 Err... Jin has plenty of tools to fight Arakune... j.C, Ice Swords, well-timed Ice Car Ds, DP As, j.Bs when he's directly above you recovering from something, Ice Wave super, etc. 5A and 5B work well enough as anti-airs, same with 5C. DP A is godlike in this match, so abuse the hell out of it at a safe distance. It almost feels like I'm swatting a fly with DP A lol. Use 3C > 236D resets whenever you can, go for your tightest block strings, poke him with your... pokes, yadda yadda. Really, this match isn't really that horrible. Then again, it's Arakune, he's going to annoy the shit out of you no matter what. Just feel lucky that you don't play as Noel or Tager, now they have every right to bitch about the match-up lol.
StarryShade Posted February 12, 2011 Posted February 12, 2011 The only things I have that seem to help are 6B and ADP. and tightest block strings=Jin has tight blockstrings? ;~;. Arakune really annoys me because he can ALWAYS cross you up even in the corner ffs <_<
Moy_X7 Posted February 12, 2011 Posted February 12, 2011 tightest block strings=Jin has tight blockstrings? ;~;. Arakune really annoys me because he can ALWAYS cross you up even in the corner ffs <_< Hahahah, 2Axn > 2B > 5C is as tight as our block strings get. Don't forget that you can do the same to Arakune in the corner. 5B > IAD j.B works wonders near the corner, mix it up with IAD j.236D once he becomes aware of it. The difference here is that Arakune's cross-ups, as well as everything else he does while you're cursed, is safe :/
StarryShade Posted February 12, 2011 Posted February 12, 2011 No I mean if my back is to the corner his j.C can cross me up Jin's j.B cannot do the same afaik
Moy_X7 Posted February 12, 2011 Posted February 12, 2011 No I mean if my back is to the corner his j.C can cross me up Jin's j.B cannot do the same afaik I know and yes it can, 5B pulls the opponent from the corner towards you, just enough to have Jin IAD > j.B for a cross-up.
CaelSeraphim Posted February 12, 2011 Posted February 12, 2011 I know and yes it can, 5B pulls the opponent from the corner towards you, just enough to have Jin IAD > j.B for a cross-up. QFT, j.B cross up is gdlk. I notice that most Ara-kun's I fight tend to go for his AD>j.C alot in pressure. I usually go for AA 2C with Jin against Ara-kun, it works most of the time, and I get the added benefit of doing an FC combo. More often than not, I cancel my j.C into 214D.
LordSpectreX Posted February 12, 2011 Posted February 12, 2011 (edited) There's certain things to remember. 1) Take advantage of Arakune's poor defense. He lacks good pokes and a DP. 5C anti-air is good, but very punishable with a fake (EX) Ice Sword jump in. Abuse Arakune in a way you wouldn't most characters. 5B->5B shaningans and easy resets in the corner are all good. 2) That being said, at 50% heat, he does have a DP. If he's smart, he'll hold onto this. No good Arakune will use j214214D (yet), so don't think that you have to keep off the ground. Don't take risks punishing Arakune's DD DP. Be patient and wait for the vunerable time between the attack and him recovering. 3) J.B is his primary tool. It's hard to counter and 2C will only hit if it's well timed. 623A/B are better for dealing with it. Arakune's IAD J.B just happens to go at the same angle that 623B goes at. 4) Arakune's biggest weakness, is his trouble in punishing. He doesn't have a conventional forward dash, but most of his moves lack range and speed. The only normal that can punish at further than 5B range is 2C. Which needs 13 Frames to start up. Because of this, moves that usually put Jin in a bad situation, like 623B or A Ice Blade Blockstring ender, give Jin a psudeo frame advantage, because Ara can't run in and put you into a block string. Edited February 13, 2011 by LordSpectreX
Dacidbro Posted February 13, 2011 Posted February 13, 2011 Arakune's 2C punish is very effective, and gives him 100% curse, easily fast enough to punish 623B.
Moy_X7 Posted February 13, 2011 Posted February 13, 2011 2)Don't take risks punishing Arakune's DD DP. Be patient and wait for the vunerable time between the attack and him recovering. Mmm? Jin can easily punish his beam DD by back dashing and either using 2D or Ice Wave if he's too afraid of a random hit while trying to punish. While Arakune doesn't have a DP, he does have a way to get out of pressure in the form of IB > back dash.
LordSpectreX Posted February 13, 2011 Posted February 13, 2011 I'll repeat. 2C has 13 frames of startup, then however many frames it takes to travel. 623B is -11 on block. If you do 2C Dacid, you get blocked, and that's -37. The reason why it has such high reward is because it's high risk and slow. Not to mention that the 2CFC combo on Jin is unique and difficult to do, requiring lots of strict and delayed timings. In other words, if it's less than -13 and outside of 5A range, it's safe. Which is significantly higher than most characters. Not to mention that Arakune can't put someone in a blockstring like say, Bang can doing dash 5A against a move that's -7.
LordSpectreX Posted February 13, 2011 Posted February 13, 2011 Mmm? Jin can easily punish his beam DD by back dashing and either using 2D or Ice Wave if he's too afraid of a random hit while trying to punish. While Arakune doesn't have a DP, he does have a way to get out of pressure in the form of IB > back dash. 1) Why would you waste a golden oppotunity to get a 2C Fatal Counter by doing a weaker 2D/Ice Fang instead? Time it and you can get a FC. 2) 2D beats IB Backdash. Assuming he didn't IB a non special cancelable move.
Moy_X7 Posted February 13, 2011 Posted February 13, 2011 1) Why would you waste a golden oppotunity to get a 2C Fatal Counter by doing a weaker 2D/Ice Fang instead? Time it and you can get a FC. 2) 2D beats IB Backdash. Assuming he didn't IB a non special cancelable move. 1.)"If he's too afraid of a random hit while trying to punish." I personally prefer to punish with a 6C CH, it nets way more damage. 2.) Psychic 2Ds? A whiffed 2D is a huge "please punish the shit out of me now" sign on top of Jin's head. I can see it working if the Jin has godlike reflexes. This isn't like baiting a DP, you will get punished, hard, if you guess incorrectly.
Nini Heart Posted February 13, 2011 Posted February 13, 2011 This should be general knowledge but watch out for when he has 100 heat. Counter assault into 3k+70% curse is not something you wanna eat.
StarryShade Posted February 13, 2011 Posted February 13, 2011 idk, Arakune in general pisses me off. I need to play Hazama or I can't win against him half the time T_T.
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